Jiangu is an empire that is located in the land of myth and faerie tales. Recently the imperial palace in the territory of Dian, high atop Shan Mountain, was attacked by a murderous spirit. It has been haunted ever since. Undead spirits infested the entire territory of Dian and drove away the residents. These evil undead feed upon those with good karma. This has turned their territory into a haven for all manner of scoundrels and dishonorable creatures.

The empire is now plunged into chaos. The lands of the empire are divided among several competing warlords. Their campaigning armies ravage the countryside. Evil bands from the haunted territory raid throughout the empire. There is no power to restrain the primitive forces of the frontier that surround the empire.

* Feats, cleric domains, weapons, prestige classes, skills, etc. from other sources will not be used.

* Spells or monsters from other sources may be introduced on a case-by-case basis.

* The latest official D&D FAQ will be used to resolve questions about the rules.

Legitimacy of Rules
Rules from the SRD will not be weakened. We will not switch any class skills, reduce any feat prerequisites, or anything else. This document explains some new rules that govern adventuring that modify the SRD. Under no circumstance will the rules of SRD be changed to allow a character to become more powerful or gain any advantage. Don’t even ask.

Campaign Mission
The goal of adventuring for the characters is to end the haunting of the imperial palace. In addition, some characters may have additional goals based on their background stories.

Character Generation

Attributes

* Players MUST generate attributes using the "Standard Point Buy" method.

* Each character has 25 points to spend on attributes when the character is created.
The cost of each attribute score is listed below

For new players, the starting experience level is one level below the current group average.

If an existing member of the group brings in a replacement character (due to choice or PC death), the replacement character joins one level below the previous character.

Description

You may create a background story for the character. You are invited to create new territories, NPCs, or historical events as a part of the background. These will be added into the campaign world.

Before the character can join the game, you must post a description of the character in the "henchmen" topic of the campaign messageboard. Your message must include a detailed physical description. DO NOT post any in-game information such as alignment, class, or attribute scores.

Your message in the henchmen topic must include a picture of the character. You can email the picture to the DM if you do not have a way to host the image link.

YOuur message must also have a a picture of the miniature that will represent the character on battle maps. You can link the image of a miniature on the WoTC D&D miniatures web site: http://www.wizards.com/default.asp?x=dnd/mix/gallery or any other miniature-like image that you can find.

Class

All of the classes and prestige classes in the SRD are available. The rules regarding multi-classing for monks and paladins are fully enforced.

Race

Only races from the SRD are allowed. For monster races, the level adjustments from the monster descriptions in the SRD will be used.

Equipment

At first level, your character begins with 75% of the maximum starting gold for his or her class. A character that joins above level 1 gets the starting gp value of resources indicated on page 135 of the Dungeon Master's Guide.

You can select any equipment from the SRD. No gunpowder weapons or futuristic weapons will be used in the campaign.

Hit Points

You start with the maximum hit points for your class at first level. After first level, you automatically get half of the maximum number of hit points per die. D4=2, D6=3, D8=4, D10=5, D12=6.

Languages

The Standard D&D languages and alphabets are used.

Name

Players have broad discretion to choose any name for their character that they like. Names can be either western-sounding or asian-sounding. Asian-sounding names are encouraged.

Psionics

The Psionics section of the SRD will not be used. Psionics do not work in the campaign world.

Religion

Players must create the deities or spiritual forces that are worshipped by their characters. Deities from the Players Handbook, Deities and Demigods, and Forgotten Realms are NOT ALLOWED. Show some imagination people! You can choose any 2 clerical spell domains from the Player's Handbook for your cleric character. If you choose the war domain, you may choose any simple or martial melee weapon that is light or one-handed for your deity's chosen weapon.

Adventuring

Action Points

Action points provide characters with the means to affect game play in significant ways. A character starts with 5 action points, and any expended action points are replenished with each new experience level. A character can spend 1 action point to do one of these things:

* Alter a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw.

* Automatically stabilize when the character is below zero hit points.

* When a character spends 1 action point to improve a d20 roll, add 1d6 to the d20 roll to help meet or exceed the target number. A character can’t use an action point on a skill check or ability check when he or she is taking 10 or taking 20.

* Here is how action points are used in our PBP: When you respond to the latest installment and describe your character’s actions, write in the OOC section at the bottom of the message if you want to use action points. In the OOC section, explain the conditions under which you would want to use an action dice. For example: “If my attack roll is less than 12, I want to spend an action point on it.” It’s kind of like blackjack, but you don’t have to worry about going over 21!.

* A character can only spend 1 action point in a round.

* Depending on the hero’s character level (see the table below), he or she may be able to roll more than one d6 when spending 1 action point. If the character does so, apply the highest result and disregard the other rolls.

1st–7th=1d6
8th–14th=2d6
15th–20th=3d6

Death From Massive Damage
This is not a variant rule, but many DMs disregard it. I do not. See the “Loss of Hit Points” section in the “Combat I” chapter of the SRD.

Experience

These experience rules are designed to provide a system for rewarding other achievements in addition to fighting. The experience awards are divided between the characters that participated in the victory. Note that experience is awarded at the conclusion of each encounter. However, a character cannot gain an experience level until the adventure is over.

* Characters earn 100 xp or 200xp for every CR of enemy they overcome, depending upon whether it is a "major victory" or a "minor victory"

* They earn 100xp per foe for a minor victory. A minor victory is achieved by intimidating the foe into compliance, forcing them to retreat, sneaking past them, charming them, stealing a desired object from them, or otherwise accomplishing a goal at the expense of the enemy. The award can only be won once per enemy per adventure. You don’t get points for sneaking in, and then again for sneaking out. Even if the enemy is slain or captured, it is considered a minor victory when their defeat was not necessary to accomplish a purpose.

* The full award of 200xp is given for a "major victory." A major victory occurs if the opponent is killed or captured and if the victory serves some purpose. The purpose could be selfish gain, to accomplish a mission, or because the character had a grudge against the foe. It is not a major victory to defeat a foe if the fight was started by a blunder of the character(s). Example: It is not a major victory to defeat reinforcements who attacked you because they were alerted by an enemy that you allowed to escape earlier.

* Life-threatening puzzles and traps have a standard experience point value of 100x the CR of the trap.

* When the characters complete a quest, they receive an xp award. The XP award is based on the total number of enemy CR and trap CR that they would normally need to defeat in order to complete the quest. This number of CR is multiplied by 100 to determine the XP value of the quest.

* Characters can also earn individual awards. An individual award will be up to 50xp multiplied by the character's current level. Individual awards are given for:
1- Great dialogue (per instance)
2- Taking charge and getting the group moving if they are at an impasse
3- Saving the day
4- An action that reflects the character's alignment or personality (not including actions such as combat that are already worth XP).

* The Challenge Rating guarantee. If the DM fails to announce the CR of a potential foe when he or she meets the characters, the characters can invoke the challenge rating guarantee. The DM must announce the CR and will compensate the characters for this oversight by awarding them 50xp x their current xp level.

PBP RULES
Play will proceed as follows:

1. The DM will post an installment into the current chapter/scene topic in the forum.

2. You then must post a reply describing the actions of your character.

* Include the name of the your character in the text describing his actions.

* VERY IMPORTANT: The post must be in the THIRD PERSON. Use PRESENT TENSE. Do not write "I do X." Write "Conan (or whatever your character's name is) does X."

* Describe the character's actions in storytelling narrative form. If you must use game rule terminology, put it at the bottom of the post, seperated from the main body of the post, uder the letters OOC (out of character).

3. Only sumbit one action reply per INSTALLMENT. You can submit more than one post per installment if the additional posts are just character dialogue, but there can be only one ACTION post per installment.

Your action may be conditional. For example: "If Bob kills the last orc, Fred casts a cure light wounds on Bob. Otherwise, Fred continues to attack the last orc."

4. After all of the player have posted responses,(or after waiting one full weekday) the DM will roll dice and resolve any actions by the PCs and NPCs, then post the next installment. It will include descriptions of the actions that any characters have taken (if they are visible to the others) and the consequences. It will also include any new events that have occurred or NPC actions. The DM will provide players with one entire weekday (monday-friday) from the time of the previous installment before posting the next installment. The DM may post installments quicker if he has time available and only if all of the players have responded to the previous installment. After one entire weekday has passed since the last installment, the DM may post a new installment even if one or more players have not responded.

5. The DM may edit the players' installments. A player response could be based on erroneous information. For example, a player may state that he will speak to a person who is actually not present. A player may state an action that assumes something that is incorrect. In such cases, the DM will make any changes that are necessary to the player post in order to prevent confusion. Also, if the player posts conditional actions, the DM may edit the player post to eliminate the courses of action that did not occur.

Combat

* During combat, the initiative rolls of NPCs will be adjusted so that they are not intermixed between the characters. This may cause the characters or NPCs (but not both) to be divided into two intiative groups- a "fast group" and a "slow group." In these cases, only the fast group will act in the first combat installment. Starting with the second installment, the slow group (at the end of the round) followed by the fast group (at the start of the next round) will act in the same installment. The installment will encompass all actions before it is the character's turn to act.

* For expedience and simplicity, the players will NOT be required to post their messages in initiative order. The DM will determine the actions of enemy combatants before reading any of the player character responses. After all player responses have been received, then the DM will resolve all actions in initiative order.

* The battle map will use a coordinate system similar to a spreadsheet. The horizontal rows of squares will be numbered in ascending order from top to bottom. The vertical "columns" of squares will be numbered in ascending order from left to right. You can describe your movement with these coordinates. "Bob moves from E30/N20 to E50/N20. The numbers in the coordinates correspond to distance in feet. E60 is 25 feet west of E85.

Participation

* Please let the DM know up front if there are certain days of the week, or certain weekends of the month, etc when you will be incommunicado. If you cannot participate due to vacation or other demands on your time, please let the DM know ahead of time. We will expect for the game to pause during these periods. The DM will announce if there is a pause, and tell everyone when to start checking for messages again

* During the normal course of play, the DM will wait a reasonable amount of time (at least one full weekday since the last message and maybe longer) to receive player actions before sending out the next Installment. If a player does not send a message with character actions before it is time for the next Installment, the character is "linkdead." This is not a punishment. It is designed to allow play to continue. Sooner or later, all players will have unforeseen real-life demands that prevent them from checking their email every day. It may be that a player simply does not have any new information to contribute since the last Installment, based on events.

1. A linkdead character will continue to follow the party. If the party splits up, the linkdead character will stay with the largest group.

2. The DM will not cause a linkdead character to cast spells, fight, say anything, or otherwise act unless it is necessary

and unquestionably what the player would want the character to do.

3. A linkdead character will normally not fight, and will be ignored by the NPCs and monsters.

4. If an attack, trap, or other event effects the entire party, it will also affect the linkdead character. If it requires a saving throw, the linkdead character will automatically succeed (unless success is impossible)

5. A linkdead character will continue to expend resources, such as rations and water. If the group stays at an inn, the linkdead character will spend for food and lodging, etc.

6. If a character remains linkdead for an extended period of time and the player fails to make arrangements with the DM, then the player will forfeit the character. The DM may run the character as an NPC or he may give the character to another player.

7. Characters cannot earn experience while they are linkdead.

8. The DM will not announce that a character is linkdead. It is clear that they are linkdead when the do not have responses posted.

9. A character can stay linkdead for an extended period if the player makes prior arrangements with the DM. Otherwise, If a character is linkdead for a long time and the DM cannot contact the player, the character will become an NPC under the control of the DM.

CHANGES: Since the July 11 2006 version, the 10xp per post award has been discontinued.
As of November 9th, 2006
THE ENDCrueldespot@Yahoo.com

The campaign world is a work in progress. Most areas have not been developed or defined. This is done intentionally to leave room for future ideas. Players are invited to help build the campaign world. Players can create locations, clans, NPCs, religious faiths and other campaign elements in their character backgrounds. Their contributions will be added onto the map and into the description of the world.

Mapping
The map is depicted in hexagons. The hexagons are always pointed up. When a hexagon is divided into smaller hexagons (such as a region into territories), there is always one smaller hexagon in the dead center of the larger hexagon.

Hexes
TERRITORY: a hex 20 miles or 32 kilometers in width (area= 345 sq mi.). Each of the six sides of a territory is 12 miles long. A territory is 24 miles long from corner to corner. A territory is divided into 400 hexes, each of which is a mile wide (hex miles). A hex mile has an area of 0.86 square miles.

REGION: a hex 7 territories wide (140 mi) composed of 43 full territories and 12 border territories that are shared with neighboring regions. The width of a region also represents two degrees of longitude or latitude on the planet.

Position
Each territory is described by a coordinate that describes the direction and distance to the center of the map, where Shan mountain is located. The coordinate lists the number of miles North or South of Shan mountain, followed by the number of miles East or West of Shan mountain. The North-South coordinate will always be in multiples of 20. The East-West coordinate will be in multiples of 10.
To describe the position of a region, use the coordinates for the territory in the center of the region.
Some examples coordinates are given on the map below.

Population
The population of each territory is classified as follows:

WILDERNESS: Less than 1,000 residents. The largest settlement will probably be a hamlet of 135 people. Only about 1% of the territory is occupied (4 hex miles)

MINOR: Around 10,000 residents (about 29/sq. mile). The largest settlements are two villages, each with 750 people. 60% of the territory is wilderness (240 hex miles). 50% of the non-wilderness hexmiles have a hamlet or thorp.

TYPICAL: Around 20,000 residents (about 60/sq. mile). The largest settlement is a small town of 1,800 people. There are also 3 villages of 750 each. 40% of the territory is wilderness (160 hex miles). 2/3 of the non-wilderness hexmiles have a hamlet or thorp.

MAJOR: Around 40,000 residents (approx 120/sq. mile). The largest settlement is a large town of 4,000 people. There are also 7 villages of 750/each. 20% of the territory is wilderness. All of the remaining 80% is occupied (320 hex miles). All of the occupied hexmiles have at least a village or thorp.

Barren &/or Mountain territories are restricted to a "minor" population or less. Hill, swamp, or forest territories cannot have a major population, unless they are on a seacoast.

Cities
The population of cities is expressed in multiples of 10,000. This population is not counted as a part of the total population for any surrounding territory. Each city is located on the border (corner) between two territories.

Each non-wilderness territory (regardless of population) supports up to 1,000 residents in some nearby city.

Map
This map depicts the territories of the Imperial Heartland region. Only those territories are named that have particular significance, or which one or more of the characters have already visited.

Each yellow square represents 10,000 residents. The squares are clustered on one side of each territory. This represents the concentration of population in the territory.

Most roads and towns are not shown to avoid cluttering the map. Every populated territory has a capital village or town even if it isn't shown on the map. All highways are shown on the map. Populated territories normally have roads connecting them to neighboring populated territories, except minor territories do not have roads to neighboring minor territories, unless shown on the map.

The Imperial Heartland region has cold winters and hot summers. It is the most populous region, with over 800,000 residents, a density of 47 people per square mile. Hill dwarves, halflings (stout and lightfoot), and hobgoblins are well-represented among the humans of this region.

Surrounding Regions
The region of Shajaraat to the Northeast (Coordinate 140N/70E) is predominately forested. The weather is cold in the winter and warm in the summer. It is the second most populous and wealthy region, after the imperial heartland. Shajaraat is home to many human, goblin, elven, and tallfellow halfling clans.

The region of the Inner Sea to the East (Coordinate 0N/140E) is composed of a large sea and the surrounding coastline. It is cool in the winter and warm in the summer.

The region of the Drenched Forest the Southeast (Coordinate 140S/70E) is predominately rainforest. The weather is cool in the winter and hot in the summer. This region is home to humans, wood elves, forest gnomes, tasloi, lizardmen, and other jungle races.

The region of Sokhoor to the Southwest (Coordinate 140S/700W) is predominately mountainous. The weather is cold in the winter and hot in the summer in the valleys. It is much colder at higher altitudes. Sokhoor is home to mountain dwarves, grey elves, and rock gnomes as well as humans.

The region of the Wasteland Frontier to the West (Coordinate 0N/140W) is mostly arid desert. The weather is cold in the winter and hot in the summer. it is most wilderness, with human and orc nomad clans. This territory is part of the empire, unlike the deeper wasteland further west.

The region of Shamaal to the Northwest (Coordinate 200N/100W) is mostly arid grasslands and prairie. The weather is very cold in the winter and warm in the summer.

Calendar
The sequence of months and number of days in each month are the same as the modern western calendar. The months are re-named as follows: March and April are known as "Early and Late Spring." May is known as "The Rainy Season." June, July, and August are known as "Early, Mid, and Late Summer." September, October, and November are known as "Early, Mid, and Late Autumn." December, January, and February are known as "Early, Mid, and Late Winter." The new year is celebrated at the end of winter.

The years of each generation are given animal names according to the Chinese pattern as follows: Year of the Rat, Year of the Ox, Year of the Tiger, Year of the Rabbit, Year of the Dragon, Year of the Snake, Year of the Horse, Year of the Sheep, Year of the Monkey, Year of the Rooster, Year of the Dog, Year of the Boar. The current year is the 300th year of the Monkey.

Society
The social structure of Jiangu is feudal and clan-based. The political structure of society is based on family relationships.
The basic building block of society is the household. A household consists of everyone who resides in a single dwelling. Each household has an average of 10 people. This usually includes three generations of a family and their servants (either paid servants or slaves). The head of the household has legal control over the other members. Legal responsibility is usually fixed to the household, rather than the individual.
Each household is usually part of a clan. A clan is made up of many households that all trace their family lineage to a common ancestor. An average-sized clan will have 100 families. Each family must pay tribute to their clan chieftain. Each clan chieftain will rule a village or town where most of the clan members reside. In cities, each neighborhood will be governed by a clan chieftain. The clan chieftain will appoint members of the clan to serve in various offices such as secretary, treasurer, captain of the guard, and others.

Each family must provide a member to serve in their clan militia. What if a family does not have any member capable of service? What if the only eligible member of the family dies while serving? Can a family pay someone to substitute for them? What about families that dwell far away from the clan village? Each clan has different traditions to answer these questions.

Until recently, the entire region of Jiangu was ruled by the emperor. The emperor appointed a clan chieftain to serve as governor of each territory in the empire. The governor was required to pay taxes to the emperor, which he collected from other clan chieftains within the territory, as well as from tolls and other fees. The clans of Jiangu formed alliances with each other for purposes of influence, trade, and prestige. Now that imperial power has been shattered, territories are governed by those clans that are strong enough to withstand challengers. Clans form alliances for survival.

The lowest caste in Jiangu is composed of slaves, who have no rights and are treated as property. Slaves make up about 20% of the population. Those without a clan form the second lowest caste. They cannot own property, and often work as servants in clan households. Clanless people make up another 30% of the population. The largest caste is that of clan members. Above them are the nobility. Only the households of clan chieftains are considered noble.

Aikou
From Chinese "mountain pass." Territory centered at 40N/40E between Yan Fan and FenZheng.
For many centuries the Aikou clan occupied the mountain fortress of Cen in the middle of the pass, extorting tolls and raiding or sometimes ruling the foothills on both sides of the mountain chain. The Aikou clan joined the empire and since then, each Aikou chieftain has served as imperial governor of the province. The Aikou nobles take great pride in their warlord heritage. The current chieftain of the Aikou is Qai’d. He is both chieftain and imperial governor.

The capital of Cen is home to the Aikou clan, the governmental center of the province, houses a small imperial garrison, and is a waystation for travel over the mountains.

In the spring of the 300th year of the monkey, once the Imperial bureaucracy was destroyed by the haunting, Lord Aikou set out to fill the power vacuum. He made a deal with the the leader of the local Imperial garrison, who swore allegiance to him. Their combined forces then set out to “restore law and order” in neighboring provinces. So far they have conquered Yanfan to the South and Fenzheng to the north. They have not yet completed their conquest of Anmi province, further north. A few villages in Fenzheng have refused to submit to his authority, but he has not yet turned his attention to defeating them.

According to an innkeeper that the henchmen met in YanFan Province: “Well you don’t have to worry about criminals, In Aikou, it’s the authorities that’ll rob you. The army from the pass has come down to take charge. That’s what my customers coming from the north say. They say that the tolls are so steep that there is nothing left for the bandits to take.”

Anmi
Territory of the School of the 4 Academics. Centered at 80N/60E. Means "tranquility" in Chinese. Invaded by the army of Lord Aikou in the 300th year of the monkey.

Balden
Town ruled by the Balden clan. 120S /60E

BangXie
A province of 40,000 across the Bronze River from Dian, the capital province. Capital: a large town. Coordinates: 0N/20W. Translation: “Near West”

Bei Mian
Village in southwestern ZhiYi Province. From Chinese “wrong side of the coin.”

DaCaoYuan
Small town that is the seat of CaoYuan Province on the bank on the Crown River. A ferry crossing separates the town from Yu Province. Coordinates: 70N/36W. Population: 1,000.

Canzan, Lieutenant
Friend, spokesman, subordinate of Cuanwei Renge

Cao Yuan
Imperial province in the region of Shamaal on the bank on the Crown River. Coordinates: 80N/40W. Population: 20,000. Terrain: farm/grassland. Capital: small town of DaCaoYuan. translation: Prairie.

Cen
Capital of Aikou Province. Cen is located at the top of the mountain pass. It is highly fortified and houses an imperial garrison. The geography prevents the village from having any real industry, but it exists as a center of local government and a waystation on the highway.

Chui
A hilly province of 20,000 in the upper Bronze River valley, along the Whip River tributary. Location 0N/60W. Translation: “Flog, whip”.

Delf (the)
Dwarven town located 19 miles east and 26 miles north of Shan Mountain. Home of Ukbal. Located in the Shan Feng territory.

Deng
Minor mountainous province of the empire. It has a road through a pass that provides a secondary route from the Imperial heartland to Shamaal. Population: 10,000, clustered in the northwestern edge along the Crown River. Coordinates: 40N/60W. Translation: “path leading up mountain.”

Deng Gui
Seat of the provincial government of Deng Province. Village of Minor mountainous province of the empire. This is the last resting place before crossing the forbidding Deng Pass. Population: 600. The Deng Gui chieftain is also the provincial governor. Coordinates: 41N/59.6W. Translation: “path leading up mountain, mountain spring.”

Deng Hagel
Village in the lower plain of Deng Province. Population: 500. A minor agricultural village with a few inns that cater to those traveling to or from the Deng pass. Coordinates: 47N/62.5W. Translation: Deng: “path leading up mountain, mountain spring” (Chinese), Hagel: “meadow” (Arabic)

Dong Xie
This territory is the eastern neighbor of the imperial capital of Dian. The Bronze river curves around Dong Xie clockwise, from the northeast, and intersects the Swift River at the northwestern corner. Dong Xie territory Location: 0N/20E. Translation: Eastern Mountain Valley

Drenched Forest
The region southeast of Jiangu.

DuJing
Until recently, the most wealthy and important city in the empire. DuJing lies astride the Bronze river on the edge of Dian Province. This was the closest city to the Imperial Capital, and the home of the most important imperial families. DuJing was a planned city with a very civilized layout. When Dian became haunted, DuJing was wiped out. Only a few suburbs across the Bronze river survived. Prior to that, the population had been 40,000. From Chinese “Capital” and “city.”

E Xing
Assistant to Tushu Guanliyon, encountered in Chapter 3.

Ebb, Vale of
Vale of Ebb (140 S/30 E), a hundred and fifty miles south-east of Shan Mountain in the territory of Shal-tier (a portion of the Drenched Forest), is generally a quiet place. The forest spirits are in harmony with the Elven folk who dwell there, and it is rare that intruders trouble it.

Fan Rong
One of the most prosperous and densely populated provinces in the empire. Population: 40,000. Capital: Large town (pop 4,000) of CaiFu (trans: “wealth”). Coordinates; 40S/20E. Translation: “booming economy”

Fenzheng
Territory centered at 60N/50E. Means "difficulties" in Chinese. This territory was conquered by the forces of Lord Aikou in early Spring of the 300th Year of the Monkey.

Fire Lord of Force
Deity of heat and flame who was worshipped by Mikon, the former master of Termix.

Four Academics, School of
The place where Whochun was raised. The school is located 80 miles north and 60 miles east of Shan mountain.

The school trains able youth in the way of the sword. It always develops the mind of the warrior first. Each student is a member in one of the four schools: String (rogues), Chess (fighters), Book (wizards), Paint (clerics). Each school is headed by a Headmaster who lead the Academics as one.
The Strings are known as the Entertainers. They are trained in the art of keeping people happy and their attention allocated ( politics ). Of course, students are taught how to pull strings.

If Strings are trained to keep people happy, the Chesses are trained to keep people secured. They are war strategiest of the highest caliber. Also, they're great gambling and boardgames.

The Books consider themselves the Bookkeeper of civilization. They are also the lawyers and historians. If they have to, they'll backup their knowledge with arcane might.

Paints are the Philosophers and artists. They imagines how the nature works and how people should act accordingly. They accept and teach all religions, except for those with intolerance.

Many of its members hold offices in the Imperial court and among warlords’ advisers. Many instructors are known to have nobles as students. The Four Academics itself gives no loyalty to any one clan. In a way, it acts like a small independent clan.

According to Whochun:
"Our master belongs to the School of Book, which studies varies different topics including history and politics. General history is always recorded according to present politics. However, true history can only be kept by unbiased independents."

"It is the standard policies for the Academies to remain independent. Loyalty is determined individually. The Academies never throw weight behind any one side as a whole. The Grandmaster has no right to force his personal loyalty upon the others. The schools have students from all parts of the Empire. Each has to draw his own conclusion. The education provided aims to make the decisions wiser, but not to influence them. The exception to this rule is 'the Call'." "The Call is a rally for all scholars to come to the aid of the Academies. As regulation, the Grandmaster has to step down after the situation is resolved for allowing the Call to be needed. This is always for last resort. Though it had been used only twice in official history, both time completely cripple the Empire's bureaucracy and military with so many students abandoning their positions. Both Grandmasters at the time have a lot to answer for. One was executed for treason by the Emperor. The other one was more fortunate."
"Between you and me, the current Grandmaster is a rather selfish man who greatly values his own position. You did not hear that from me. Plus Governor Aikou properly already removes his dependence on the Academies students if the disagreement has elevated to this level."

Cuanwei Biaoxiong
Uncle of the emperor and commander of the third imperial regiment. Translation: Royal Crown Older cousin

Five Martyrs, Village of – also clan of, shrine of
A village inhabited by a clan of the same name. The site was named after five legendary heroes who died there fighting against a barbarian invasion. The heroes were visited by the spirits of the martyrs when they visited the shrine outside the village in chapter 5, scene 4. Location: 33W/22N in Miao Province.

Golock
The wizard who hires the characters, thereby bringing the group together. Lives in a tower just outside of the northwest gate of Ichiba. He has a long white beard. His eyebrows are so long that they are combed to the side and hang down to his jaw. He wears a tight silver skullcap and a patterned robe that glitters.

Guanliyon Tushu
Imperial librarian, encountered in Chapter 3.

Haigang
A located where the Bronze river spreads through a broad delta into the Inner Sea. This metropolis of at least 40,000 people is chaotic and lawless. The nominal government is barely able to maintain order. Each neighborhood is controlled by a different clan, guild, or gang. There are several competing harbors in the city. Location: 70E/8S. Translation: Ocean port; harbor

Heduud
A province located at the Southern tip of Shamaal Province. The Wasteland Frontier lies to the Southwest, and Deng Province of the Imperial Heartland lies to the Southeast. Center location: 60N/70W. Population: 20,000 Translation: “Border” (Arabic)

Heduud Nahar
The seat of government and largest settlement in Heduud Province, on the shore of the Crown River, across from Deng Province. Location: 50N/66W. Population: 1,000. Translation: “Border River” (Arabic)

Hemodeus is the god of blood. For most of the world he is completely unknown. His followers will never attest to the fact that they worship him,and outside of them, only very learned, high level, or people in contact with the gods, know about him. He loathes any blood related disease, and often grants his followers special abilities to cure them.
Followers believe that blood is the ultimate good, the essence of life, but, that it is trapped in the contaminating flesh of the body it flows through.
The greatest good is to release the blood from this imprisonment. Because of this his followers must release an amount of blood =level +1 hp a day,from a sentient creature. or lose any special privileges brought by worshipping him, until the sacrifice is made. If his worshippers can't let the blood of another creature, they will spill there own in a sacrifice. If this is done, no magical healing will return these hit points, only time. Believers also feel that undead are a blasphemy (as they live without blood). they therefore turn undead, instead of rebuking them.

The exception to this rule is vampires. They have a very interesting roll in the worship of Hemodius. They are thought to be as close to god-like as you can be, since they remove blood from a doomed, mortal body, to be perfectly preserved in there immortal one. Vampires are revered as personal friends with Hemodius. It is said that his most faithful followers are rewarded by being converted. A good number of vampires are just that, converted followers. But there are a good number of them that simply use the worship as a way to protect themselves and further there causes, with no allegiance to Hemodeus at all.

Characters must make a good effort (what is good is up to dm discretion) to destroy any undead they come across. If it is something way beyond what they are capable of (a 2nd level cleric finds out about a lich, for instance) he must immediately stop whatever activities he is involved with, and find a high level Hemodeus worshiper to tell about the abomination. While a secretive group, there are more worshippers than you might expect.

Many midwives worship him, since they see the blood shed at birth as a
symbol of new life, as are many healers (why do you think leaches and blood letting were so popular for healing methods?!)

HaiGang
The major seaport for the Imperial Heartland region. HaiGang lies near the mouth of the Bronze River. Popluation: 50,000. Location: 70E/6S. Translation: “ocean harbor “ in Chinese.

Huoyahshan
Province centered 40 miles north and 20 miles west of Shan Mountain. Includes Yi Mountain. Home of Termix. Means "mountain of flames" in Chinese.

Ichiba
town located 8 miles north and 9 miles east of Shan Mountain. It lies on the bank of the Bronze River where it is joined by the Swift River. Ichiba is a large town of 4,000. Name is Japanese for market or town.

Imperial Couriers
Before the fall of the empire members of the nobility needed a way to communicate with the emperor and other nobles. Whether it be about a simple matter of daily administration, annual taxation, or the security and sanctity of the empire, messages had to flow across the empire. Entrusted to deliver these messages were the members of the Imperial Couriers.

For most purposes, the Imperial Couriers were simply liveried agents in the service of the emperor. Paid to fulfill their tasks, most of these couriers were either clanless or members of lesser clans hoping to improve their status by attaching themselves to the Imperial household. However, such people can only be trusted as far as their pay covers their wants and desires. Should they want more than they are paid, they may sell the contents of their messages for favors and cash. Far from being a punishable crime, however, such selling and trafficking of messages was expected. It was through this less than scrupulous activity that members of the nobility would plot and scheme to gain political advantage without risking open confrontation. Knowing which messenger was on which take was as important as knowing what to put in most messages. Sometimes, however, messages had to be delivered without worry about such machinations. Messages of military significance, for instance, were entrusted to Military Couriers. Unlike Imperial Couriers, Military Couriers were not paid agents, nor were all of them in the service of the emperor. Instead every clan chief and mercenary that had control of a body of men had a few Military Couriers who were loyal to them. Answerable only to their commanders, Military Couriers are sacrosanct, and even in the midst of combat, are immune from harm (though their interception and the prevention of them from reaching their destination is allowed). This code of conduct ensures that even in the midst of battle, the conditions of a surrender or offer of truce will be heard by the other side.
There are times, however, when the Emperor himself had to send important messages to one or more of his subjects without fear of these messages being intercepted (or vis versa). For this important task, only the Imperial Trusted Couriers were ever used. Sworn to speak no word save their message, and to no one save the messages intended recipient, these couriers stand outside the caste and clan system. Neither slave, nor free these men and women show loyalty only to their duty. No clan, no family, not even the emperor can command them to do other than what they are sworn to.

Of course, all that was before the events that caused the haunting of the Shan Mountain and the Imperial Throne. Since the fall of the emperor, the rule of might has prevailed and many of the traditions of old have been abandoned. Without an imperial household, the Imperial Couriers are no more, and so long as physical power determines rulership, there is little need for them. Military Couriers survive mainly intact, but their sanctity on the battlefield is no longer what it once was. The unscrupulous have taken to killing the Couriers of their enemies, or even those of their allies if it will further their designs. Where once a Military Courier wouldn’t dream of carrying a weapon, they are now a necessity to defend themselves. A fact which has in turn led to the use of Couriers as weapons.

Only the Imperial Trusted Couriers have survived, in a fashion, unchanged. Bound as they are by their oaths, they can do little else. The discipline of their training had instilled in the Imperial Trusted Couriers the ability to defend themselves, but seldom the desire as under the rule of the emperor it was largely unnecessary. Since the fall, however, many have found the will to defend themselves or died without it, but still few carry weapons, for such a gross violation of the tradition under which they lived their life is anathema to them. Some wander with messages for the Emperor left undelivered (and undeliverable) locked inside their head. A few will trade their services for coin, as there is still nothing more secure than an Imperial Trusted Courier for a message, but most require only the food and lodging they need to live to carry out their sworn duty, as of old. One wonders, however, if the Imperial Trusted Couriers will outlast the current generation. Without the Imperial influence, who will take on the responsibility of designating new Trusted Couriers, and even then, will they be trusted enough to gain acceptance across what was once the empire?

Itqawem
A clan village in Fenzheng Province. The clan chamberlain is Khell. His nephew Zeyn is the commander of the clan militia. Itqawem is one of a small group of villages that have refused to submit to the new Aikou warlords. Their militias have banded together as a unified force. Name is Arabic for “Resist”

LiaoXiao Town
A small town in ZhiYi Province. From Chinese “healing efficacy.”

Merak Hoi
A province of 20,000 in the northern Imperial Heartland. The population is almost entirely Halfling. Capital: Small town of Merak. This province is the home of Gizerak. Coordinates: 60N/10E. Villages: Merak Xi in the west (Chinese for Merak West), Barieq Mbalet in the northwest (Arabic “paved road”) and Nahar Shot (Arabic “river”) along the Crown river to the northeast.

Miao
Hilly province of 20,000 along the deep Grave River canyon in the Imperial heartland. Coordinates: 20N/30W. Roads lead east-west, northwest to southeast, and southwest. There is no road northeast to ZuLi Province. Translation: “Second.”

Mikon
the former master of Termix. An evoker devoted to Fire Lord of Force. He lived on the slope of Yi Mountain.

Mu (Xia Chi), Sergeant
A sergeant in the militia of Xia Chi village of Zhi Yi Province. The henchmen meet him in chapter 5, scene 5.

Nedzul clan
Live in the forest around Balden.

SanSe ZiLuoLan, Village of
Located at 40.5W / 19N on the eastern border of ZhiYi Province, along a stream within a canyon. Visited in Chapter 5, scene 5. Translation: Mandarin for “Pansy.”

Prankster
Deity. Prankster followers are amusing folk who always laugh about a joke or a prank. Normal life is one big joke fort them and a perfect opportunity to trick other people. Prankster:is a satyr who was in his former life a Halfling. He got his godlike portfolio in the war of gods. His favorite weapons are throwing stones. His domains are trickery,chaos and luck.

Qing Shan
A province 20 miles north and 10 miles west of Dian. It is hilly, with a population of 20,000. The largest settlement is a small town. Imperial Highways run east to west and northeast. From Chinese “verdant hills.”

Regiments of the Imperial Army
The first regiment was garrisoned in Dian province, so it was wiped out by the haunting. The second regiment was located in Aikou, and had some sort of pre-arranged deal to join forces with Qa'id Aikou. The third regiment guarded the lower Bronze river valley." Golock indicates the area around FanRong province. It's commander is one of those imperial uncles who claims the throne, so the third regiment belongs to a bloodline faction. The fifth regiment is loyal to the interim government, but they are in distant Shamaal." He points to the far northwest. "Hmm. The fourth and sixth regiments are stationed in Shajaraat and Sokhoor. Their loyalty is not yet decided.
Insignia: First regiment: Green (Jade). Second regiment: Red. Third regiment: Yellow (gold). Fourth regiment: Blue. Fifth regiment: Grey (Silver).

SanSi ZiLuLian
Village in ZhiYi Province, visited by the henchmen in chapter 5, scene 5. The chieftain is young and was disappointed that the henchmen were not bringing him a message. 19N/40.5W. From Chinese “pansy.”

Sha-gaat
Deity. King of the North Mountain, Prince of the East Wind, Duke of the Western Flames, and Baron of the South Seas. Sha-gaat is a respected deity of the realm, with responsibility over the elements and the balance among them. He is a Chaotic Good deity that makes his home on the Prime Material plane. He has been known to appear as an enormous elemental that changes from one element to the next. His holy symbol is a disc separated into four parts by a cross. Arranged in the spaces are the symbols of a mountain, a cloud, a leaping flame, and a cresting wave. His clergy choose their two domains from either Earth and Fire or Air and Water. Whichever two they choose are always placed on the top of their holy symbol, with the conflicting element diagonal to it on the bottom of the symbol. So if Fire is on the top right, and Earth is on the top left, Air is on the bottom left and Water on the bottom right. The normal garb of the clergy is robes of the orange, brown, blue, or silver, depending on the two domains that they choose.

A new initiate to the church takes the first couple of years preparing for the ceremony of entrance to the clergy. At this ceremony, the highest priest in attendance has a vision that contains the new initiates elemental name. After this ceremony, the new elemental priest spends the next years preparing to become a full fledged cleric of his order. When the higher ranking clerics determine that the priest is ready, another ceremony is held. At this ceremony, the highest ranking priest in attendance is again granted a vision. In this one though, the priest’s role in the church is given. The priest then is declared a full member of the church and begins his new life and has control of his own studies.

Shajaraat
Region northeast of the Imperial Heartland, centered at 70E/140N. This region is a major part of the Empire, and is both fertile and heavily populated, though colder than the Imperial Heartland. Agriculture favors wheat over rice. Translation: “Tree” in Arabic.

Shamaal
Region northwest of the Imperial Heartland, centered at 70W/140N. This prairie region is a part of the Empire. It is arid and colder than the Imperial Heartland, so the population is not as dense. Though it has less rainfall, many areas are productive for appropriate crops with proper irrigation. Shamaal has frequently been overrun by incursions of barbarian nomads. As a result, villages tend to be heavily fortified, and a sizeable force of the imperial army is garrisoned here.

Shan Feng
Territory centered 40 miles north and zero miles east or west from Shan Mt. Includes the Delf. Means "mountain peak" in Chinese.

Shen
village in eastern ZunYan province. Here Flarrgj rescued a gentlemen, and the gentleman’s daughter ran away from home with the intent of becoming Flarrgj’s mistress. Even though Flarrgj refused, her disappearance was blamed on him.

SiHuTong
Mountainous province on the northwestern edge of the Imperial Heartland. Population: 10,000. Coordinates: 40N/40W. The only road into SiHuTong is from Miao Province. There is no path through the mountains northwest to the Crown River. Translation: “Dead end.”

Traditional Pantheonist Church
This church pays homage to all of the mainstream gods, honoring each god on its holy days and respecting each god within its own sphere. The church is particularly devoted to the worship of the emperor, who they see as an intermediary between the gods and mortals. Each deity in the pantheon has its own sect, whose priests work in conjunction with (but are not subordinate to) the Traditional Pantheonist clergy. Q'Tar is a prominent god in the pantheon recognized by the church.

The Traditional Pantheonist Church is the primary religious body of the local territory. The Bishop is the territorial leader of the church, and would normally report to the church's High Priest in Dian. Not surprisingly, the Bishop is a member of the territory's ruling clan.

Some territories favor competing sects of the church- such as the Reformed Pantheonist Church or the High Spiritual Pantheonist Church. These factions splintered off of the Traditional Pantheonist Church as a result of theological or political differences.

Overall, the church is lawful neutral. The favored weapon is the quarterstaff. Domains are law, sun, and knowledge.

Valifere
Deity (Val if er ay )-. Prefered weapon: Star of Easterly Light (heavy flail)
Valifere is the god of the battlefield. Valifere's titles include the Mistress of Battle, the Protector of the Wounded, and the Deliverer. Shrines of Valifere can be found at the sites of any major battle, built to protect the spirits of the dead from evil and her temples can be found anywhere that boasts a standing army. When a soldier dies on the battle field, it is not uncommon for him to call out Valifere's name. Her clerics are known as the Shepards of Wounded Souls and can be found tending to her shrines and searching new battlefields for the wounded. Her worshipers include soldiers, officers, hospitalers, field medicals, and generals. Valifere's domains are Good, Luck, Protection, and War.

Xia Chi
Village in the middle of ZhiYi Province on the road to Deng. 19N/50.5W. From Chinese “Bottom Teeth.”

Yan Fan
Territory to the east of Zun Yan, centered at 20N/30E. Conquered by the forces of Lord Aikou in the Spring of the 300th Year of the Monkey. The capital of the province is Yanfan town. From Chinese "boredom."

Yi Mountain
a dormant volcano 40 miles north of Shan Mountain in Huoyanshan province.. The school of Mikon was located on the Southeastern slope. Derived from chinese Yi4: "A half extinguished fire."

Zauchan Territory
Named for the clan which has governed it since time immemorial, Zauchan territory has remained firmly in the hands of the Zauchan clan since the fall of the empire. The Zauchan’s were always a military clan, and the chaos which has ensued since the events at Shan Mountain have only reinforced their traditions.

All sons in the Zauchan clan must serve actively the in the clan militia for a minimum of five years upon attaining their majority. After that they generally return to their family home to take up their family’s traditional role. Some, especially younger sons, stay on with the militia, advancing in rank and position in a way they could not under the rule of their father and elder brother back home. However, all men who can lift a sword in full armor, even the heads of household, may be called upon by the clan chief in time of war (women do not serve in the militia as a general rule, though there have been exceptions on a purely voluntary basis). No clan member in recent memory has refused this call, and proud stories are told of the men who sacrificed everything for the sake of the clan. For those that refuse the call and betray the clan, only ignominy and status as the “boogeyman” who mother’s use to coerce their children into behaving. “Do as your told or Qualal will take your will to live.” is a common chide from mother’s to children. As the story goes, Qualal refused the call to service. He died of a horrible sickness, two weeks later, his will to live having been sucked out of him by the ancestral protectors of the clan. His spirit still wanders the land, searching for the will to live again so that he might die with the honor he denied himself in life.

Located due east of Dian, at the furthest reach of the Jiangu region, Zauchan territory lies on the major trade route from the empire to the coastline in the adjacent region. Zauchan is a Major territory at 0N/100E. The Zauchan family itself is hobgoblin, but members of all races can be found in their territory (mixed: 74% hobgoblin, 9% human, 5% halfling, 5% elf, 3% half-orc, 2% gnome, 1% half-elf, 1% dwarf). The total population of the territory is 41,100 working adults The Zauchan clan, and those who serve it, tend towards Lawful Neutral, regardless of the alignment tendencies of their race. The dominance of military life in the territory pushes aside all other concerns. Clan members expect to follow orders and expect their orders to be followed without question. This general attitude naturally propagates itself downwards through the lower levels of society.

The staple crop of Zauchan territory is barley. Zauchan territory is not an exporter of any major goods, though it does have small deposits of minerals, but since it controls several trade routes, it can generally get whatever it needs from other locations. The dominant source of income for the Zauchan clan chief is taxes on trade goods entering and leaving Zauchan territory (roughly 67%). The balance comes in the form of local taxes (20%) and mercenary services provided to other clans (13%).

ZhiYi
A rough territory in the northwestern Imperial Heartland. Population: 20,000. From here a secondary pass leads through Deng province to the region of Shamaal. There are also roads to Miao and Chui provinces. Location: 50W/20N. Translation: “Third.”

ZuLi
A remote mountainous province in the northern Imperial Heartland. Population: 10,000. The only roads into the province lead to Miao and QingShan provinces to the south. No paths lead across the mountains to the north. Coordinates 20W/40N. Translation: “Obstacle.”

Zun Yan
The territory where Ichiba is located, centered at 20N / 10E. From Chinese "dignity; sanctity; honor." Population: 40,000. Includes a Halfling minority in Ichiba and some hamlets to the north

For simplicity, the layout of territories generally follows standard templates. The template for each territory is based on the population and directional orientation of the territory. The arrows on the maps below designate the area of greatest popuation densitity. Rotate the template so that the arrow is oriented in the correct direction to match the direction of population concentration shown on the campaign map.